It actually had weapon summons but I focused on defensive stuff because I built it to main tank the gods ;-p The summoned weapons are really just for RPG flavor (same with the 2H) because they are not very good. If you are power gaming, then you obviously go with dual wield and you open each battle differently. You dont want summoned weapons if you want to min/max. They take a while to summon, dont last all battle long, and cost a spell.
Anyway here is the DPS version. Pick up the obvious dual wield stuff and subtract 5 int and 5 resolve to max out dex for 30% faster attack. This will reduce deflection by 5 which is manageable.
Human Unbroken/Wizard (DPS version)
Might - 19
Constitution - 7
Dexterity - 18
Perception - 18
Intelligence - 10
Resolve - 5
Now select the spells that define your play. Instead of all the defensive stuff, pick up DPS related stuff. There are a lot of great spells for either pure DPS or support for melee DPS. The key to debuffing is to know your enemies. In general, you want a variety of debuffs that work against the various defenses; deflection, fortitude, reflex and will power.
The general rule of thumb is to identify the enemy weaknesses by watching what they do or looking at what they wear:
Casters or Robes = High Will, Low Fort and Med Reflex/Deflection. Target with fort spells.
Ranged or Leather/Padded Armor = High Reflex, Med Fort/Deflection and Low Will. Target with will spells.
Melee or Heavy Armor = High Fort/Deflection, Med Will, Low reflex. Target with reflex spells.
L1 - Minor Missiles (no resists), Chill Fog (frost vs fort, very OP for level 1)
L2 - Merciless Gaze (long lasting 15% crit)
L3 - Expose Vulnerabilities (great AOE debuff vs Will... great against front line attackers)
L4 - Phantom (more dps), Concussive Missiles (against deflection), Wall of Flame (fire vs reflex, great against stationary stuff)
L5 - Piggy (vs Fort... because its fun), Spirit Lance (is actually not bad due to AOE effect), Arkemyrs Tormet (long lasting debuff vs Will)
L6 - Piercing Burst (15 penetration... vs reflex), Arkemyrs Hex (vs Will)
L7 - Martial Power, Substantial Phantom (more dps)
Open with those spells and go to town. I would also invest in the Wizard penetration passives and I am not 100% but if the warrior tactical barrage works on wizard power level then that should be high priority.
Do you know if your normal weapon stats persist when you summon a weapon?
I've already done that. I decided to do something different once empowered doublecast spells started ending fights in seconds.